Voxel waste heaps from mining.
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In SE1 when you throw away waste rocks/stuff they can accumulate until the floating object limit is reached then the rocks will disappear.
As an alternative, the rocks that have been in place long enough and in close proximal quantity could become a voxel mound/tip instead of vanishing.
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If this proved to be viable then scrap and debris piles should be investigated too.
If this proved to be viable then scrap and debris piles should be investigated too.
Not necessarily during mining, but in general, you should be able to place voxel materials, either by hand or using a dedicated block.
For more advanced voxel-placing blocks, additional options could be available:
Not necessarily during mining, but in general, you should be able to place voxel materials, either by hand or using a dedicated block.
For more advanced voxel-placing blocks, additional options could be available:
Waste processing into common ores that you have in deposits anyways is a bit boring. Yes, its a solution to early game resource needs, but once you get over that, it suddenly becomes useless!
Instead, I suggest waste => rare ores, not available any other way than massive processing of waste ore!
The processing should be energy and space intensive, requiring many production blocks and lots of energy infrastructure.
Alternatively, use it for concrete or terraforming.
So:
Waste processing into common ores that you have in deposits anyways is a bit boring. Yes, its a solution to early game resource needs, but once you get over that, it suddenly becomes useless!
Instead, I suggest waste => rare ores, not available any other way than massive processing of waste ore!
The processing should be energy and space intensive, requiring many production blocks and lots of energy infrastructure.
Alternatively, use it for concrete or terraforming.
So:
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